Game of choice and chance

ABSTRACT

A unique game of choice and chance using a deck of equally unique playing cards. Each of the 45 cards have two segments with an integer in each. The game is played with three through six players, with all cards in the adjusted deck being in play. Each player must evaluate his hand and determine the amount of points he can accumulate in a given hand based upon the cards he has been dealt. The player then bids, with the winning bidder given the privilege of naming trump or no trump. The cards are then played in sequence with the higher rank taking each trick. When all the cards have been played in a given hand, the score, according to the rules of the game, is added up and credited to the players. The winner of each hand is awarded a letter. There are eight letters and when eight letters have been achieved, that player is declared the winner.

The present invention relates, in a general sense, to card games and, more particularly, to a unique card playing experience for three to six players in which both skill and strategy are melded into a relaxing, yet exciting, experience. Applicant hereby incorporates by reference previously filed application Ser. No. 13/242,149, filed on Sep. 23, 2011.

BACKGROUND OF THE INVENTION

1. Field of the Invention

In this era of debt, unemployment and wars, people are increasingly starved for release from the tension which the nightly news foments. Since at least the days of Charles Dickens, card games have provided players with relaxation, as well as a mental exercise, and, of course, release from the tensions of the day.

2. Overview of the State of the Art

Card games, both in number and mode of play, are legion. Most are played with a 52-card deck having four basic suits of 13 cards each, and jokers are added to expand available options. Other games, e.g, pinochle, use 48 cards, and others may use a double 52-card deck.

Games may be played by one, not surprisingly called solitaire, or eight or more, e.g., canasta. Kids enjoy fish, and serious adults play contract bridge. Everybody, from the time they learn to count, plays various forms of poker. Some even play for serious money. Mostly, however, a game of cards tends to relax, while creating excitement; a good kind of excitement that takes the players away from daily frustrations and into a world of controllable adventure.

There are some relatively recent variations on well known themes. By way of example, Feola, teaches a poker type game at U.S. Pat. No. 7,980,935. Amaitis et al. U.S. Pat. No. 7,942,418 also appears to have a poker base and betting is an essential feature.

Goetsch et al. U.S. Pat. No. 7,963,836 is a computer facilitated card game, and, finally, Marchessani has created yet another poker based card game, in the nature of blackjack, with several variations. As one skilled in the art studies this application, it will be apparent that these patents are mentioned as recent variations in what is clearly an ancient art, only, and their relevance to this invention is in that context only.

SUMMARY OF THE INVENTION

The present invention is a unique card game, playable between three and six members, providing a novel 48-card deck intended to relax and entertain the players. It is an objective of the present invention, in addition to entertaining and relaxing the players, to provide a thought provoking game which includes brain teasers and strategies which the outcome an intriguing combination of skill in the form of strategy and includes an element of luck.

It is a further objective of the present invention to provide family fun and a stimulating interaction between the players.

The foregoing, as well as other objectives and advantages of the present invention, will become apparent to those skilled in the art from a reading of the Detailed Description of a Preferred Embodiment in conjunction with the drawings wherein:

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a pictorial representation of 24 of the 48 cards which comprise the deck of FIG. 2;

FIG. 2 is a pictorial representation of the 48 card deck of playing cards which is at the heart of the card game of the present invention; and

FIG. 3 is a pictorial representation of the remaining 24 cards of the deck of FIG. 2.

DETAILED DESCRIPTION OF A PREFERRED EMBODIMENT

The present invention is a unique and challenging game of cards which presents to all players a relaxing, yet strategically stimulating pastime.

Tools of the Game

Referring initially to the drawings, and initially to FIG. 1, there is displayed a deck 10, of 48 unique playing cards, comprising 45 numbered playing cards, 12 each having two numbers, or integers, ranging from “0” through “8”. Playing cards, save and except the wild cards, are divided into upper and lower segments 14, 16, by a demarcation line 17, with a single integer in each. Twenty-one such cards are depicted thereon and with three wild cards 18, 21 and 23 included.

The theme of the game of the present invention is hunting, as will become apparent. It will be understood that the theme is optional. The wild cards in this embodiment each display a pictorial representation, e.g., a hunting instrument, namely, a muzzle loader on wild card 21, a rifle on card 18, and a bow and arrow on card 23. Other themes, or indeed no theme, is well within the contemplation of the game. Hunting theme will be used to demonstrate the elements of the game here.

The 45 remaining playing cards feature the integers zero through eight, and there are nine cards for each integer. By way of example, the integer, or numeral, five has nine cards ranging from five-zero through five-eight. Similarly, the integer, or numeral, zero, features zero-zero through zero-eight. Thus, there are nine cards having each number between zero and eight displayed on nine of them, and there are three wild cards, as previously stated, each depicting a hunter's tool, or instrument, as aforesaid, in this example.

The cards are color coded by number. For example, in this embodiment, the integer zero is distinguished by the color hot pink; similarly the one is light blue; the two is grey; the three is black; the four is yellow; the five is; burnt orange; the six is green; the seven is navy blue and eight is red. Clearly, the specific color scheme is optional.

Basics of the Game

Still referring to the playing cards depicted in FIGS. 1 and 3, there are certain cards known as count cards, denominated herein for simplicity as 27, 29 32, 34, 36, 38, 41 and 43. Count cards are those cards having numerals thereon which add up to five, ten or fifteen. For example, a card having a four and a one add up to five, and that is considered a count card. Similarly, the card bearing a three and a two, five and zero, six and four, seven and three, eight and two, five and five and seven and eight. The point value of each card is the sum of the numbers displayed thereon, e.g., the eight-seven is worth 15 points. The wild cards have no value as part of the count.

This game may be played by as little as three players and up to six players. All cards in the deck are to be in play unless removed prior to beginning play. Accordingly, if there are to be three players, those playing cards having the integers “0” and “1” are first removed, along with the wild card with the bow and arrow depicted. Thirty playing cards remain, or ten dealt to each player.

In a similar fashion, with five players, removal of the wild cards leaves nine cards for each player. With four or six players, the entire deck is in play with twelve and eight cards, respectively, available for distribution to each player.

It will be understood that partners may play this game where the number of players is either four or six. As in other games, partners sit across from one another, and they accumulate points which they win during the course of the game, and each partner player is credited with the points that they cumulatively achieve.

The game includes several nuances, which are not found elsewhere in card play, among them is the ability to declare OPEN SEASON. When a player chooses to play no trump, he calls “OPEN SEASON” and the game is played without their being trumps.

The winner of the game is that person, or partners, which has won sufficient hands to spell out the name of the game, “B JITTERS,” or eight hands, as the case may be. The winner of each hand acquires a letter until the word “B JITTERS” is spelled out.

If a player believes that the cards dealt to him or her are sufficient to take every round of play or all tricks, he may then call out one or two letters as distinguished from a number bid. He must then win all tricks available in that hand.

Another variation available is referred to as “BIG BOY.” If a player calls out “BIG BOY,” it means all cards having double numerals, e.g., eight-eight, five-five, two-two, are trumps as distinguished from a suit, such as fours or eights.

Yet another nuance is referred to as “DRY RUN.” A person who declares “DRY RUN,” is telling other players that he believes that he will take no tricks in the hand, and, where such a declaration is made, where partners are playing, the individual who declares “DRY RUN” must achieve that success entirely from his own hand. If playing partners, the partner lays his cards face down and is not allowed to play.

Still further, where the bidding player earns the bid and obtains it in a given hand, a letter is added to his score alone, while others achieve no letter. Conversely, it is determined to be a “BAD HUNT” if the winning bidder fails to achieve his bid. If the winning bidder has a bad hunt, he receives no letter, while all other players receive a letter.

A tie is created when two or more players achieve the letter S, or more than the letter S at the same time. If a tie is created, play continues as before, except now when the winning bidder does not earn the points bid, a letter is deducted from his score only. No other player is given a letter until only one player is left having an S, or more than an S.

This is a Game of Rules

As is the case with other games, there are rules of play which make the game more fun. It will initially be understood that the game has endless scenarios, of which this embodiment is employed to exemplify the invention.

A total of 48 playing cards are in the deck including three wild cards. All cards, except wild cards, have two numbers, in this scenario, and a number on each end. There are eight cards in the deck having point value. Their point value when adding each end together equals 5, 10, or 15 points.

3-2 = 5 points 4-1 = 5 points 5-0 = 5 points 6-4 = 10 points 7-3 = 10 points 5-5 = 10 points 8-2 = 10 points 8-7 = 15 points

The points available for all count cards total 70 points. All remaining cards have NO point value. They are used to capture the count cards and all other cards depending on their number value and how they are played.

Points:

Each round of play is worth ONE point. Count cards total 70 points. When bidding, the maximum points available are as follows:

-   -   (3 players=70 points) (4 players=82 points) (5 players=79         points) (6 players=78 points).

A determination is initially made as to how many players are going to play and the types and number of cards to be dealt is determined by the number of players as follows:

-   -   with 3 players=10 cards each (removing all cards with 0's, 1's,         and the BOW & ARROW wild card);     -   with 4 players=12 cards each (all cards are used);     -   with 5 players 9 cards each (remove all 3 WILD CARDS); and,     -   with 6 players=8 cards each (all cards are used).

The players bid based on the cards in their hand, and the scorekeeper records the highest amount bid next to the winning bidder's name. The scorekeeper writes down the letters earned next to each player's name after the rounds are played. The first player, or team if playing partners, to earn 8 letters and spell the word B JITTERS wins the game. It will be understood that other themes may use other terms.

To start, each player draws a card from the deck. The player drawing the highest card becomes the dealer. The dealer re-shuffles and deals out all cards one at a time in a clockwise direction to each player. Players begin arranging their cards according to their COLORS. This helps to arrange cards more quickly in the player's hand, helps a player determine how he will play, and what to choose for trumps, if he wins the bidding battle. A player bids on how many rounds he thinks he can win and how many count cards he thinks he can capture during the rounds played. Bidding starts with the player to the left of the dealer.

The game permits the playing as partners. Partners consist of two players. If playing partners, four or six players are needed. Partners sit across from each other. The game plays the same as when playing individually, except partners earn letters as a team. They attempt to help each other capture cards and win the rounds played. The player winning the round of play leads off the next round of play.

A player must bid a minimum of 35 points to start the bidding battle. A player bids on how many points he thinks he can capture during the rounds played. Each round of play is worth ONE point. The COUNT CARDS are the only other points available (70 points total, or 60 points if three players). Players raise bids in increments of five. If a player is unable to bid, he says “pass.” The next player to the left then bids, or passes, until each player has an opportunity to bid. Once a player has passed, he is unable to bid again until the next hand is dealt. A bidder may continue to raise a previous bid until he passes. Bidding continues until only one player is left having the highest bid and after all other players have passed. That player then chooses Trumps or says Open Season (no trumps). If all players are unable to bid, the cards are re-shuffled. The next player to the left becomes the dealer to resume play.

If a player chooses not to name a suit to be trumps, he calls out OPEN SEASON. When Open Season is called, there are NO trumps until the next hand is dealt. All cards capture other cards depending on their value.

Playing the Game:

The winning bidder chooses a suit to be trumps or says open season (no trumps). He then leads off the first round of play. He may lead with any card he chooses, except a Wild Card. A wild card can never be led for a round of play unless it is the only card left in the player's hand. When any card is led, it is always considered the highest valued card played until a higher valued card of the same suit, a trump Card or a wild card is played. When a player is unable to follow suit, he may play any other card he chooses. When each player has played one card in a clockwise direction, then one round of play has been completed. Each round of play is worth ONE point.

WILD CARDS capture all cards. Wild cards have NO point value. The highest value wild card in the deck, in this example, is the RIFLE. It captures all cards followed by the MUZZLELOADER, then the BOW & ARROW. A wild card can never be led for a round of play unless it is the only card left in the player's hand. If more than one wild card is played during a round of play, the highest value wild card wins.

A SUIT consists of all cards having the same number. There are nine different suits in the deck. They are the eight, seven, six, five, four, three, two, one, and zero. There are nine cards per suit. All double cards in the deck 8-8, 5-5, 3-3, 0-0, etc., are the highest value card for their suit when led for a round of play or chosen to be trumps. For example: the highest value for sixes would be the double six, followed by the 6-8, 6-7, 6-5, 6-4, 6-3, 6-2, 6-1, and the 6-0 card. REMEMBER the 6-4 card is a count card worth ten points. Another example: the highest value for ones would be the double 1-1, followed by the 1-8, 1-7, 1-6, 1-5, 1-4, 1-3, 1-2, and the 1-0 card. REMEMBER the 1-4 card is a count card worth five points.

TRUMP CARDS are the suit chosen by the winning bidder. When trumps are established, they have the power, during play, to capture cards of any other suit, except wild cards. The trumps chosen are usually the suit a player has the most of in his hand, but not always. Trump cards can only be captured by higher value trump cards or wild cards. All remaining cards capture other cards depending on their number value.

An OFF CARD is any card played that does not follow suit. It is not a trump card or a wild card. When an off card is played, it has NO power to capture other cards. If a count card is played as an off card, it adds points to the round played. It is unable to capture any other card.

All players MUST follow suit. When a card is led at the beginning of each round of play, it establishes suit. That suit must be followed unless a player does not have a card of the same suit in his hand. The HIGHEST number on the card led determines the suit to follow at the beginning of play, unless a trump card is led (see FOLLOWING SUIT WHEN A TRUMP CARD IS LED). For example: if a player led off the round with a 5-3 card, then all players would have to follow suit and play a card with a five on it, if they had one in their hand. Any card of the same suit with a higher number value, such as a 5-4, 5-6, 5-7, 5-8, or the double 5-5, would capture the 5-3 card led. If a player is unable to follow suit, he plays any card he chooses. The highest value card played wins the round. If all players play an OFF CARD, then the 5-3 card led would win the round of play.

Any time a TRUMP CARD is led, regardless of the number on the other end, it is considered suit and must be followed. For example: if a player chooses twos to be trumps, then anytime a card is led with a two on it, regardless of the number on the other end, all players would have to play a card with a two to follow suit. If unable to follow suit, they must play an OFF CARD or a WILD CARD. The highest value card played wins, and that player leads off the next round of play.

When a player is unable to follow suit he may play a trump card (called TRUMPING IN). When this happens, the card initially led is considered TRUMPED. The trump card played wins the round unless another player is unable to follow suit and plays a higher value trump card or wild card. The highest value card played always wins the round.

Players attempt to CONTROL how cards are played. By having to follow suit, it allows players to plan and execute strategic attacks against other players to capture their cards. It will often force other players to play cards they want to keep otherwise. All players are attempting to play cards to win the rounds, gain control by choosing what card is led, and capturing the count cards.

The highest value card played during a round wins. Those cards are laid face down on the table in front of the player winning the round. That player leads off the next round of play. Each round of play is worth ONE point. All players are trying to win the rounds played and capture the eight count cards to earn POINTS. Higher number cards of the same suit capture lower number cards of that suit.

The winning bidder is playing against all other players unless playing partners. He must capture the points bid, or exceed the points bid, to earn a letter. If the winning bidder captures the points bid, or exceeds the points bid, he earns a letter, and no other player receives a letter. Each letter is added one at a time to spell B JITTERS (eight letters total). If the winning bidder does not capture enough points to meet or exceed his bid, he receives no letter and all other players receive a letter. The first player, or team, if playing partners, to spell the word B Jitters, wins the game.

If a player thinks he can WIN every round of play, he may bid one or two letters. A two-letter bid is only allowed if another player has bid one letter previously. When bidding one or two letters, points DO NOT matter, because all rounds of play must be won by the winning bidder or team, if playing partners. The highest bid allowed is two letters. If a player bids two letters, all bidding stops, and that player wins the bid. The first player or team to spell the word “B JITTERS” (eight letters total) wins the game.

If the winning bidder calls out BIG BOY, it means all double cards become trumps until the next hand is dealt. Example: (8-8, 7-7, 6-6, 5-5, etc.). The highest number double captures lower number doubles. Anytime a double is led, it is considered suit. All players must follow with a double if they have one in their hand.

When a player has won a one or two letter bid and calls out DRY RUN, it means he thinks he can LOSE every card in his hand. When a player calls for a dry run, points DO NOT matter because the winning bidder must lose all rounds played. He then chooses trumps or says open season (no trumps). If playing partners, the partner must lay his cards face down on the table. The partner is not allowed to play any of his cards until the next hand is dealt. The player calling for the dry run then leads off the first round of play. He must lose all of his cards without any help from his partner.

If the winning bidder earns the points bid, a letter, or letters, is added to HIS score only. The other players receive NO letter, or letters, added to their score.

If the winning bidder fails to earn the points bid, he receives NO letter, or letters. The letter, or letters, are given to ALL other players.

Each player, or team, tries to win the game by earning the most letters while, at the same time, attempting to keep the other players from capturing points and earning letters. The first player, or team, to spell out the word B JITTERS wins the game. If a player, or team, receives more letters than needed to finish spelling the word B JITTERS, the extra letter is considered to be a plus (+) sign, (B JITTERS +), and that player, or team, wins the game. If two or more players receive an S or an S+ at the same time creating a tie, play continues as before with one exception: NOW when the winning bidder does not earn the points bid, a letter/letters or plus (+) sign is deducted from his score. NO other player receives a letter/letters, or plus (+) sign.

Should a tie occur, a player wins the game one of two ways:

-   -   1. Play continues as stated above until there is only one player         left with an S or S+.     -   2. Play continues as stated above until one of the tied players         having an S or an S+ wins the bid and captures the points needed         to win the game.

Now Let's Play Revisited

As one can quickly determine, this is a bid-type game, although dissimilar to such games as contract bridge, pinochle and pitch.

If three players are used, the cards containing the zeros and ones, together with the bow and arrow wild card, are removed from the deck, leaving 30 cards. The remaining 30 cards are dealt ten each to the three players. If four players are involved, all of the 48 cards are dealt, 12 cards to each player. If there are five players, nine cards are dealt to each player and the three wild cards are removed. Finally, as previously noted, if there are six players, all cards are in play with each player obtaining eight.

A player evaluates his/her hand by assessing which integer on each card is most likely to achieve the goal and then announces a bid. The bid is based upon the number of count cards that the particular player believes he or she will acquire during play. Thirty five is a minimum bid. The bidding goes around the table in a clockwise direction, starting with the player to the dealer's left, bidding continues until all players except one pass. The winning bid is recorded on the score sheet and play begins with the highest value card taking the round of play (trick).

A player having a wild card may play that wild card if he or she can not follow suit. Thus, and by way of example, if the suit is burnt orange (fives), and there is a five-six played, five-seven, five-eight and the double five-five are, in sequence, higher cards. The trick is taken with the double five-five. The double five-five is the highest value card for the suit of fives, and is also a count card worth ten points. Each round of play itself is worth one point. A total of eleven points would have been earned for the example round played.

The foregoing is merely an example of myriad ways in which the game can be played, based upon the cards dealt and the integers chosen to give a player the best chance of achieving his goals. One skilled in the art, upon reading this Detailed Description of a Preferred Embodiment, will perceive some variations on the Mode of Play and the appearance of the playing cards, but those variations will be understood as within the contemplation of the invention as set forth in the accompanying claims, wherein: 

1. A deck of playing cards for use in playing a unique card game, comprising: a number of playing cards, said playing cards having a face, said face being divided into segments, each said segment having an integer thereon; wild cards included in said deck, said wild cards each having a pictorial representation of a particular theme depicted on its face.
 2. The deck of playing cards of claim 1, including a number of playing cards, said playing cards having a face, said face being divided into segments, each said segment having an integer thereon; wild cards included in said deck, said wild cards each having a hunting instrument depicted on its face.
 3. The deck of playing cards of claim 1, wherein said playing cards each having upper and lower segments.
 4. The deck of playing cards of claim 1, wherein 48 total cards are provided in each deck.
 5. The deck of playing cards of claim 4, wherein said deck of playing cards is divided into 45 cards having integers thereon, said deck including three wild cards.
 6. The deck of playing cards of claim 4, wherein said 45 cards having integers thereon, including cards in which the integer is the same in both the upper and lower segments.
 7. The deck of playing cards of claim 6, wherein certain of said cards having integers in upper and lower segments totaling either five, ten or fifteen, said cards totaling five, ten or fifteen being count cards. 